usbloadergx/source/GUI/GuiBannerGrid.cpp
Cyan 74eca1d38b * Reverted fixed values from v3.0
* Added a Clock size factor (size factor is theme-able and will override user's value if not "1.0" in .them file)
* Fixed tooltip opacity on Home Button and game icons on Channel grid mode.
* Fixed Banner Grid position X and Y not working in .them file (Thanks Dimok)
* Fixed half-cut cover in grid mode if only 4 games are displayed by showing it on both sides and allowing scrolling.
2012-05-19 13:40:58 +00:00

562 lines
17 KiB
C++

/****************************************************************************
* Copyright (C) 2012 Dimok
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
****************************************************************************/
#include "GuiBannerGrid.h"
#include "themes/CTheme.h"
#include "settings/CSettings.h"
#include "settings/GameTitles.h"
#include "settings/newtitles.h"
#include "SystemMenu/SystemMenuResources.h"
#include "usbloader/GameList.h"
#include "gecko.h"
//! some math to get the row and column from channel idx
static inline int Idx2Row(int sIdx)
{
if(sIdx > 0)
return (sIdx / 4) % 3;
else if(sIdx < 0)
return (2 + ((sIdx + 1) / 4) % 3);
else
return 0;
}
static inline int Idx2Column(int sIdx)
{
if(sIdx == 0)
return 0;
if(sIdx > 0) {
return ( (sIdx / 12) * 4 + sIdx % 4 );
}
else
{
int column = (sIdx % 4);
if(column == 0)
column = -4;
column += ((sIdx + 1) / 12) * 4;
return column;
}
}
GuiBannerGrid::GuiBannerGrid(int listOffset)
: XOffset(thInt("0 - game bannergrid layout pos x"))
, YOffset(thInt("-50 - game bannergrid layout pos y"))
, fAnimation(0.f)
, fAnimStep(Settings.BannerGridSpeed)
, AnimationRunning(false)
, gridFrameColor(thColor("r=237 g=237 b=237 a=255 - banner icon frame color"))
, highliteColor(thColor("r=52 g=190 b=237 a=255 - banner icon highlite color"))
{
GXColor gridTevColor[3];
gridTevColor[0] = thColor("r=130 g=130 b=130 a=0 - banner icon frame edge tev color 1");
gridTevColor[1] = thColor("r=180 g=180 b=180 a=255 - banner icon frame edge tev color 2");
gridTevColor[2] = thColor("r=255 g=255 b=255 a=255 - banner icon frame edge tev color 3");
for(int i = 0; i < 3; i++)
gridFrameTevColor[i] = (GXColorS10) { gridTevColor[i].r, gridTevColor[i].g, gridTevColor[i].b, gridTevColor[i].a };
trigA.SetSimpleTrigger(-1, WPAD_BUTTON_A | WPAD_CLASSIC_BUTTON_A, PAD_BUTTON_A);
trigL.SetButtonOnlyTrigger(-1, WPAD_BUTTON_LEFT | WPAD_CLASSIC_BUTTON_LEFT, PAD_BUTTON_LEFT);
trigR.SetButtonOnlyTrigger(-1, WPAD_BUTTON_RIGHT | WPAD_CLASSIC_BUTTON_RIGHT, PAD_BUTTON_RIGHT);
trigPlus.SetButtonOnlyTrigger(-1, WPAD_BUTTON_PLUS | WPAD_CLASSIC_BUTTON_PLUS, PAD_TRIGGER_R);
trigMinus.SetButtonOnlyTrigger(-1, WPAD_BUTTON_MINUS | WPAD_CLASSIC_BUTTON_MINUS, PAD_TRIGGER_L);
imgLeft = Resources::GetImageData("startgame_arrow_left.png");
imgRight = Resources::GetImageData("startgame_arrow_right.png");
imgNewData = Resources::GetImageData("new.png");
btnLeftImg = new GuiImage(imgLeft);
if (Settings.wsprompt) btnLeftImg->SetWidescreen(Settings.widescreen);
btnLeft = new GuiButton(btnLeftImg, btnLeftImg, ALIGN_LEFT, ALIGN_MIDDLE, 20, YOffset, &trigA, btnSoundOver, btnSoundClick2, 1);
btnLeft->SetTrigger(&trigL);
btnLeft->SetTrigger(&trigMinus);
btnLeft->SetParent(this);
btnRightImg = new GuiImage(imgRight);
if (Settings.wsprompt) btnRightImg->SetWidescreen(Settings.widescreen);
btnRight = new GuiButton(btnRightImg, btnRightImg, ALIGN_RIGHT, ALIGN_MIDDLE, -20, YOffset, &trigA, btnSoundOver, btnSoundClick2, 1);
btnRight->SetTrigger(&trigR);
btnRight->SetTrigger(&trigPlus);
btnRight->SetParent(this);
//! Get chanSel archive
if(SystemMenuResources::Instance()->GetChanSelAsh())
{
U8Archive chanSelArc(SystemMenuResources::Instance()->GetChanSelAsh(), SystemMenuResources::Instance()->GetChanSelAshSize());
//! Create texture for the
gridFrameTex.Load(chanSelArc.GetFile("/arc/timg/IplTopMask4x3.tpl"));
gridFrameEdgeTex.Load(chanSelArc.GetFile("/arc/timg/IplTopMaskEgde4x3.tpl"));
gridHighliteTex.Load(chanSelArc.GetFile("/arc/timg/my_TV_f.tpl"));
//! create static image frame
staticFrame.Load(chanSelArc);
}
//! create vector with empty banner list
bannerList.resize(gameList.size(), NULL);
//! Calculate the page count
//! 1 page is minumum to show statics even if no games are loaded
pageCnt = std::max((int)(bannerList.size() + 11) / 12, 1);
pageNo = LIMIT(listOffset / 12, 0, pageCnt-1);
//! set screen properties
width = ScreenProps.x = screenwidth;
height = ScreenProps.y = screenheight;
//! setup the gridview
guMtxIdentity(gridview);
guMtxTransApply(gridview, gridview, 0.0F, 0.0F, -9900.0F);
for(int i = 0; i < MAX_BUTTONS; i++)
{
int row = Idx2Row(i);
int column = Idx2Column(i);
float fx = XOffset + chanWidth * column + ScreenProps.x * 0.5f - chanWidth * 2.f;
float fy = YOffset + chanHeight * row + (ScreenProps.y - chanHeight) * 0.5f - chanHeight;
gridNewImg[i] = new GuiImage(imgNewData);
gridNewImg[i]->SetAlignment(ALIGN_RIGHT, ALIGN_BOTTOM);
gridNewImg[i]->SetPosition(-5, -5);
gridNewImg[i]->SetScale(0.95f);
gridNewImg[i]->SetEffect(EFFECT_PULSE, 5, 100);
gridTT[i] = new GuiTooltip(NULL);
gridTT[i]->SetAlignment(ALIGN_CENTER, ALIGN_MIDDLE);
gridTT[i]->SetAlpha(thInt("255 - tooltip alpha"));
gridBtn[i] = new GuiButton(chanWidth, chanHeight);
gridBtn[i]->SetPosition(fx, fy);
gridBtn[i]->SetTrigger(&trigA);
gridBtn[i]->SetSoundClick(btnSoundClick2);
gridBtn[i]->SetParent(this);
gridBtn[i]->SetIcon(gridNewImg[i]);
if(i >= (int) bannerList.size())
gridBtn[i]->SetState(STATE_DISABLED);
}
UpdateTooltips();
}
GuiBannerGrid::~GuiBannerGrid()
{
for(int i = 0; i < MAX_BUTTONS; ++i)
{
delete gridBtn[i];
delete gridTT[i];
delete gridNewImg[i];
}
for(u32 i = 0; i < bannerList.size(); ++i)
{
if(bannerList[i] != NULL)
BannerAsync::RemoveBanner(bannerList[i]);
}
delete imgLeft;
delete imgRight;
delete imgNewData;
delete btnLeftImg;
delete btnRightImg;
delete btnLeft;
delete btnRight;
}
int GuiBannerGrid::GetClickedOption(void)
{
for (int i = 0; i < MAX_BUTTONS; ++i)
{
if (gridBtn[i]->GetState() == STATE_CLICKED)
{
gridBtn[i]->SetState(STATE_SELECTED);
return pageNo * 12 + i;
}
}
return -1;
}
int GuiBannerGrid::GetSelectedOption(void)
{
for (int i = 0; i < MAX_BUTTONS; ++i)
{
if (gridBtn[i]->GetState() == STATE_SELECTED)
return pageNo * 12 + i;
}
return -1;
}
void GuiBannerGrid::UpdateTooltips(void)
{
int chIdx = pageNo * 12;
for(int i = 0; i < MAX_BUTTONS; i++)
{
if(chIdx < 0 || chIdx >= (int) bannerList.size())
{
gridBtn[i]->SetState(STATE_DISABLED);
}
else
{
if(gridBtn[i]->GetState() == STATE_DISABLED)
gridBtn[i]->SetState(STATE_DEFAULT);
gridTT[i]->SetText(GameTitles.GetTitle(gameList[chIdx]));
gridBtn[i]->SetToolTip(gridTT[i], 0, 30, ALIGN_CENTER, ALIGN_BOTTOM);
if(gridTT[i]->GetLeft() < 20)
gridBtn[i]->SetToolTip(gridTT[i], 20 - gridTT[i]->GetLeft(),
30, ALIGN_CENTER, ALIGN_BOTTOM);
else if((gridTT[i]->GetLeft() + gridTT[i]->GetWidth()) > (screenwidth - 20))
gridBtn[i]->SetToolTip(gridTT[i], (screenwidth - 20) - (gridTT[i]->GetLeft() + gridTT[i]->GetWidth()),
30, ALIGN_CENTER, ALIGN_BOTTOM);
}
chIdx++;
}
}
void GuiBannerGrid::GetIconCoordinates(int icon, f32 *x, f32 *y)
{
int row = Idx2Row(icon % 12);
int column = Idx2Column(icon % 12);
*x = XOffset + chanWidth * column + ScreenProps.x * 0.5f - chanWidth * 2.f;
*y = YOffset + chanHeight * row + (ScreenProps.y - chanHeight) * 0.5f - chanHeight;
}
void GuiBannerGrid::RenderHighliter(Mtx &modelview)
{
u8 Tlut = 0;
gridHighliteTex.Apply(Tlut, GX_TEXMAP0, GX_MIRROR, GX_MIRROR);
Mtx m1, mv;
guMtxIdentity(mv);
guMtxScaleApply(modelview, m1, 1.f, -1.f, 1.f);
guMtxTransApply(m1, m1,ScreenProps.x * 0.5f, ScreenProps.y * 0.5f, 0.f);
guMtxScaleApply(mv, mv, chanWidth, chanHeight, 0.f);
guMtxTransApply(mv, mv, -chanWidth * 0.5f, -chanHeight * 0.5f, 0.f);
guMtxConcat(m1, mv, mv);
GX_LoadPosMtxImm(mv, GX_PNMTX0);
GX_ClearVtxDesc();
GX_InvVtxCache();
GX_InvalidateTexAll();
GX_SetVtxDesc(GX_VA_POS, GX_DIRECT);
GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT);
GX_SetVtxDesc(GX_VA_TEX0, GX_DIRECT);
GX_Begin(GX_QUADS, GX_VTXFMT0, 4);
GX_Position3f32(0.f, 0.f, 0.f);
GX_Color4u8(highliteColor.r, highliteColor.g, highliteColor.b, highliteColor.a);
GX_TexCoord2f32(0.f, 2.f);
GX_Position3f32(1.f, 0.f, 0.f);
GX_Color4u8(highliteColor.r, highliteColor.g, highliteColor.b, highliteColor.a);
GX_TexCoord2f32(2.f, 2.f);
GX_Position3f32(1.f, 1.f, 0.f);
GX_Color4u8(highliteColor.r, highliteColor.g, highliteColor.b, highliteColor.a);
GX_TexCoord2f32(2.f, 0.f);
GX_Position3f32(0.f, 1.f, 0.f);
GX_Color4u8(highliteColor.r, highliteColor.g, highliteColor.b, highliteColor.a);
GX_TexCoord2f32(0.f, 0.f);
GX_End();
}
void GuiBannerGrid::Update(GuiTrigger *t)
{
if(!t || state == STATE_DISABLED)
return;
for(int i = 0; i < MAX_BUTTONS && !AnimationRunning; i++)
gridBtn[i]->Update(t);
if(pageNo > 0)
{
btnLeft->Update(t);
if((btnLeft->GetState() == STATE_CLICKED) && !AnimationRunning) {
btnLeft->SetState(STATE_DEFAULT);
fAnimation -= chanWidth * 4.f;
pageNo--;
UpdateTooltips();
}
}
if(pageNo < pageCnt-1)
{
btnRight->Update(t);
if((btnRight->GetState() == STATE_CLICKED) && !AnimationRunning) {
btnRight->SetState(STATE_DEFAULT);
fAnimation += chanWidth * 4.f;
pageNo++;
UpdateTooltips();
}
}
}
void GuiBannerGrid::Draw()
{
if(!this->IsVisible())
return;
u8 Tlut = 0;
if(fAnimation > -fAnimStep && fAnimation < fAnimStep)
fAnimation = 0.0f;
else if(fAnimation > 0.0f)
fAnimation -= fAnimStep;
else if(fAnimation < 0.0f)
fAnimation += fAnimStep;
AnimationRunning = (fAnimation != 0.0f);
bool bSkipFrame = Settings.PAL50 && ((frameCount % 6) == 0);
Mtx modelview;
guMtxTransApply(gridview, modelview, fAnimation, 0.f, 0.f);
int chIdx = pageNo * 12;
//! removed unneeded banners
for(int i = 0; i < (int) bannerList.size(); i++)
{
if((i < (chIdx - 24) || i > (chIdx + 36)) && bannerList[i] != NULL)
{
BannerAsync::RemoveBanner(bannerList[i]);
bannerList[i] = NULL;
}
}
//! Load the games that are seen first and after that the rest
for(int i = chIdx+11; i >= chIdx; i--) // counting backwards so the loading is upwards
{
if(i >= 0 && i < (int) bannerList.size())
{
if(!bannerList[i])
bannerList[i] = new BannerAsync(gameList[i]);
if(!bannerList[i]->getIcon())
BannerAsync::PushFront(bannerList[i]);
}
}
//! we start at the channels on pre-pre-page
chIdx -= 24;
int GridCutLeft = 0;
int GridCutRight = vmode->fbWidth;
for(int sIdx = -24; sIdx < 36; sIdx++, chIdx++)
{
int row = Idx2Row(sIdx);
int column = Idx2Column(sIdx);
if(chIdx < 0 || chIdx >= pageCnt*12)
continue;
if(chIdx >= 0 && chIdx < (int) bannerList.size() && !bannerList[chIdx])
bannerList[chIdx] = new BannerAsync(gameList[chIdx]);
Mtx mv1, mv2, iconview;
guMtxTransApply(modelview, iconview, XOffset + chanWidth * column - chanWidth * 1.5f,
-YOffset - chanHeight * row + chanHeight, 0.f);
guMtxScaleApply(iconview, mv1, 1.f, -1.f, 1.f);
guMtxTransApply(mv1,mv1, (ScreenProps.x - chanWidth) * 0.5f, (ScreenProps.y - chanHeight) * 0.5f, 0.f);
guMtxTransApply(mv1,mv2, chanWidth, chanHeight, 0.f);
f32 viewportv[6];
f32 projectionv[7];
GX_GetViewportv(viewportv, vmode);
GX_GetProjectionv(projectionv, FSProjection2D, GX_ORTHOGRAPHIC);
guVector vecTL;
guVector vecBR;
GX_Project(0.0f, 0.0f, 0.0f, mv1, projectionv, viewportv, &vecTL.x, &vecTL.y, &vecTL.z);
GX_Project(0.0f, 0.0f, 0.0f, mv2, projectionv, viewportv, &vecBR.x, &vecBR.y, &vecBR.z);
//! Round scissor box offset up and the box size down
u32 scissorX = (u32)(0.5f + std::max(vecTL.x, (f32)std::max(-Settings.AdjustOverscanX, 0)));
u32 scissorY = (u32)(0.5f + std::max(vecTL.y, (f32)std::max(-Settings.AdjustOverscanY, 0)));
u32 scissorW = (u32)std::max(std::min(vecBR.x, ScreenProps.x-1+Settings.AdjustOverscanX) - scissorX, 0.0f);
u32 scissorH = (u32)std::max(vecBR.y - scissorY, 0.0f);
GX_SetScissor(scissorX, scissorY, scissorW, scissorH );
// save scissor value for grid cut of left/right part
if(chIdx == 0)
GridCutLeft = scissorX;
if(chIdx == pageCnt*12-1)
GridCutRight = scissorX+scissorW;
if(chIdx >= (int) bannerList.size() || !bannerList[chIdx]->getIcon())
{
//! If out of range or the icon is not loaded yet render the static frame
staticFrame.Render(iconview, ScreenProps, Settings.widescreen);
}
else
{
Menu_DrawRectangle(0, 0, screenwidth, screenheight, (GXColor) { 0, 0, 0, 255}, 1);
bannerList[chIdx]->getIcon()->Render(iconview, ScreenProps, Settings.widescreen);
bannerList[chIdx]->getIcon()->AdvanceFrame();
if(bSkipFrame)
bannerList[chIdx]->getIcon()->AdvanceFrame();
}
}
//! only advance the static animation once for the whole loop
staticFrame.AdvanceFrame();
if(bSkipFrame)
staticFrame.AdvanceFrame();
//! scissor box for the grid
//! don't draw grid outside of overscan render range and cut off the stuff before first and after last element
u32 scissorX = (u32)std::max(-Settings.AdjustOverscanX, GridCutLeft);
u32 scissorY = (u32)std::max(-Settings.AdjustOverscanY, 0);
u32 scissorW = (u32)LIMIT(ScreenProps.x-1 + Settings.AdjustOverscanX * 2.f, 0.f, GridCutRight - scissorX);
u32 scissorH = (u32)std::max(ScreenProps.x-1 + Settings.AdjustOverscanY * 2.f, 0.f);
GX_SetScissor(scissorX, scissorY, scissorW, scissorH);
//! Reset GX after icons
ReSetup_GX();
GX_ClearVtxDesc();
GX_InvVtxCache();
GX_InvalidateTexAll();
GX_SetVtxDesc(GX_VA_POS, GX_DIRECT);
GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT);
GX_SetVtxDesc(GX_VA_TEX0, GX_DIRECT);
Mtx mv;
guMtxIdentity(mv);
guMtxScaleApply(mv, mv, gridwidth, gridheight, 1.0f);
guMtxTransApply(mv, mv, (ScreenProps.x - gridwidth) * 0.5f + XOffset,
(ScreenProps.y - gridheight) * 0.5f + YOffset,
0.f);
guMtxConcat(modelview, mv, mv);
GX_LoadPosMtxImm(mv, GX_PNMTX0);
// this texture uses the default environment
gridFrameTex.Apply(Tlut, GX_TEXMAP0, GX_MIRROR, GX_MIRROR);
GX_Begin(GX_QUADS, GX_VTXFMT0, 4);
GX_Position3f32(0.f, 0.f, 0.f);
GX_Color4u8(gridFrameColor.r, gridFrameColor.g, gridFrameColor.b, gridFrameColor.a);
GX_TexCoord2f32(0.f, 6.f); // 3 rows
GX_Position3f32(1.f, 0.f, 0.f);
GX_Color4u8(gridFrameColor.r, gridFrameColor.g, gridFrameColor.b, gridFrameColor.a);
GX_TexCoord2f32(32.f, 6.f); // 16 columns, 3 rows
GX_Position3f32(1.f, 1.f, 0.f);
GX_Color4u8(gridFrameColor.r, gridFrameColor.g, gridFrameColor.b, gridFrameColor.a);
GX_TexCoord2f32(32.f, 0.f); // 16 columns
GX_Position3f32(0.f, 1.f, 0.f);
GX_Color4u8(gridFrameColor.r, gridFrameColor.g, gridFrameColor.b, gridFrameColor.a);
GX_TexCoord2f32(0.f, 0.f);
GX_End();
// this texture uses it's own tev and the same position as the above
gridFrameEdgeTex.Apply(Tlut, GX_TEXMAP0, GX_MIRROR, GX_MIRROR);
// color registers
GX_SetTevColorS10(GX_TEVREG0, gridFrameTevColor[0]);
GX_SetTevColorS10(GX_TEVREG1, gridFrameTevColor[1]);
GX_SetTevColorS10(GX_TEVREG2, gridFrameTevColor[2]);
// texture environment
GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLORNULL );
GX_SetTevSwapMode(GX_TEVSTAGE0, GX_TEV_SWAP0, GX_TEV_SWAP0);
GX_SetTevColorIn(GX_TEVSTAGE0, GX_CC_ZERO, GX_CC_ZERO, GX_CC_ZERO, GX_CC_C1);
GX_SetTevColorOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV );
GX_SetTevKColorSel(GX_TEVSTAGE0, GX_TEV_KCSEL_K3_A );
GX_SetTevAlphaIn(GX_TEVSTAGE0, GX_CA_A0, GX_CA_A1, GX_CA_TEXA, GX_CA_ZERO);
GX_SetTevAlphaOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV );
GX_SetTevKAlphaSel(GX_TEVSTAGE0, GX_TEV_KASEL_K3_A );
GX_SetNumTevStages(1);
GX_Begin(GX_QUADS, GX_VTXFMT0, 4);
GX_Position3f32(0.f, 0.f, 0.f);
GX_Color4u8(0xFF, 0xFF, 0xFF, 0xFF);
GX_TexCoord2f32(0.f, 6.f); // 3 rows
GX_Position3f32(1.f, 0.f, 0.f);
GX_Color4u8(0xFF, 0xFF, 0xFF, 0xFF);
GX_TexCoord2f32(32.f, 6.f); // 16 columns, 3 rows
GX_Position3f32(1.f, 1.f, 0.f);
GX_Color4u8(0xFF, 0xFF, 0xFF, 0xFF);
GX_TexCoord2f32(32.f, 0.f); // 16 columns
GX_Position3f32(0.f, 1.f, 0.f);
GX_Color4u8(0xFF, 0xFF, 0xFF, 0xFF);
GX_TexCoord2f32(0.f, 0.f);
GX_End();
// reset GX configs
ReSetup_GX();
// render highlter
for(int sIdx = 0; sIdx < MAX_BUTTONS; sIdx++)
{
// only render selected and when no animation is on going
if(!AnimationRunning && gridBtn[sIdx]->GetState() == STATE_SELECTED)
{
int row = Idx2Row(sIdx);
int column = Idx2Column(sIdx);
Mtx hlview;
guMtxTransApply(modelview, hlview, XOffset + chanWidth * column - chanWidth * 1.5f,
-YOffset - chanHeight * row + chanHeight, 0.f);
RenderHighliter(hlview);
}
}
// reset GX configs
ReSetup_GX();
// remove scissor again
GX_SetScissor(0, 0, vmode->fbWidth, vmode->efbHeight);
if(pageNo > 0)
btnLeft->Draw();
if(pageNo < pageCnt-1)
btnRight->Draw();
for(int i = 0; i < MAX_BUTTONS; i++)
{
if(AnimationRunning)
gridBtn[i]->ResetState();
if (!AnimationRunning && Settings.marknewtitles && (pageNo * 12 + i) < gameList.size()
&& NewTitles::Instance()->IsNew(gameList[pageNo * 12 + i]->id))
gridBtn[i]->Draw();
gridBtn[i]->DrawTooltip();
}
}